Homebrew

Rules

ACTION

ECONOMY

ATTACK ECONOMY

During your turn, AS LONG AS YOU HAVEN’T MOVED you can spend your reaction to make a melee attack at disadvantage.

MELEE / RANGED

During your turn, when you make an attack (that is an attack action) you may choose to make it a critical strike. You must state this before making the attack and whether or not the attack hits, you suffer one level of exhaustion, these do stack with any current level of exhaustion you currently have.

SPELL CASTING

During your turn, when you cast a spell (that is an attack action) you may choose to make it a critical strike. You must state this before making the attack and whether or not the attack hits, you suffer two levels of exhaustion, these do stack with any current level of exhaustion you currently have.

These types of attacks do not cost anything special other than its normal cost. You can than attack a specific area on a creature in order to possibly cause other types of conditions.

MOVEMENT ECONOMY

A player can spend 15ft of movement on certain tasks during combat rather than a bonus action, reaction, or action. This does not include making other attacks of any kind.

TURN ECONOMY

A player can choose to “hold” their turn until after a certain player/monster instead of using their initiative turn during that round. Once the round is over the player returns to his/hers original initiative spot in the order.

Players can choose to make their moves “together” in the same turn, this allows for combo type moves.

INTER-ACTION ECONOMY

During a player’s turn, they can use the inter-action to perform one skill check for “free”. This promotes player interaction with the environment during combat, without the fear of potentially wasting a turn. This could possibly cost either a Free Action, Bonus Action, or Action based what is being done, but if the player fails the check it costs nothing and the player can continue using their turn as normal. WHETHER IT’S A FREE ACTION, BONUS ACTION, OR ACTION IS SOLELY DECIDED BY THE DM.